what do you mean by "full models are not supported"? you can import and export Ped models including player, NPC and accessory models for them. Get Zmodeler 3.1.3 for that.

P.S. player model and NPC models are made of "components". Head, upper (torso), hands, lower, feet, head. You can import components you need and edit/replace them, then export them as components too. All together these components are "full model" I guess.

P.P.S. I've tested changes on player_one (Franklin) only using original materials/textures. Ped shaders are quite complex and have a set of displacement bump-map textures for cloth wrinkles simulation (that is why I used original materials for simplicity).

have you tried to import .yft file and then the .ydd into the same scene?Do you see "Loading materials" progress bar blinking for a moment or it crashes immediately after pressing Import button?Have you tried to remove .ytd files (from preload packs and from the import folder) to prevent textures being loaded (may be some texture is bugged)?

The attached image is the .yft loaded and then .ydd loaded. The version from the website with updates installed was used.

i see the ''Loading materials'' bar right before it crashes, and i have just tried to inport them at the same time aswell but with no luck. I also tried to remove the .ytd file but that didn't do anything.

may you try some other .ydd files like simple "minimap" files? just to find out whether this is .ydd loader failure or somewhat skeleton/materials related... and/or try some non-skeleton .ydd files like scenery objects?

if you edited existing mesh, just export a .ydd file named the same way as the topmost dummy node; If you loaded custom mesh [for replacement] it have to be weighted properly. take a look at weighting video (this one is an example: https://www.youtube.com/watch?v=BGj0szxzeWM). The quickest weighting method is:- properties->mesh->vertices->format: rigging + boens=4;- rigging\influence\copy [from original to yours]- modify\attach [to original]- modify\delete [original if needed]

the s_m_y_cop_01 i tried to inport was apparently already modified. So i just found a clean version.now talking of exporting. I've tried to export it with ''skelal'' checked and that will crash as soon as it starts. I have also tired with it unchecked but that only game me this:

I'm having the same problems. I can import peds, edit them and what not, but exporting does not work. The program just crashes. I've tried this both with a modified model, and with exporting an unedited model. Is there a specific way we must export them? I have both the .ydd and .yft imported, do I need to delete one?

I suspect NPC models import/export could work in first scenario (the one with ".global" ) too, but it will produce slightly bigger files on export.

Technical background: Skeletal models with more than 128 bones should be imported/edited/exported with the first scenario (utilizing .global branch with .skel in it. This might be the proper scenario for NPC model if it uses that much bones in skeleton.

P.S. skeleton bones names have been refined slightly, so if you've got your .z3d scene saved with old import of NPC model, you should re-import correct skeleton with updated filter. Or, preferable, start over again with the updated filter to prevent hierarchy problems.

There's just one problem. When I spawn my model in the trainer, the trainer crashes. Forcing the game to freeze until I click away the crash window. The game then continues to play, but my trainer crashes every time. It seems to not like the new model. I am using Simple Native Trainer.https://www.gta5-mods.com/scripts/simpl ... r-for-gtav

Getting similar results to Lundy. Once I spawn the edited model, my trainer crashes, I have to close the trainer error window, then the game crashes within a few seconds but does give me time to move the character around.

Also, found that the game crashes if I get a wanted level when the model is spawned into the game world by the game itself.

Tests were done with s_m_y_sheriff_01 by importing/exporting using the instructions above but no mesh changes were made. Just a simple import of the stock game ped and export of said import.

which spawn command should I use to spawn "s_m_y_cop_01.ydd" ? and how should I put a modded file in game to test (what rpf file to put into Mod folder and what should I replace there? - just to be sure I replace/test correctly and dont waste hours messing with incorrect replacement location).

Oleg wrote:which spawn command should I use to spawn "s_m_y_cop_01.ydd" ? and how should I put a modded file in game to test (what rpf file to put into Mod folder and what should I replace there? - just to be sure I replace/test correctly and dont waste hours messing with incorrect replacement location).

I believe the location of s_m_y_cop_01 is now in update\x64\dlcpacks\patchday9ng\dlc.rpf\x64\models\cdimages\patchday9ng.rpf\. Use OpenIV to replace the files if you're not familiar (I'm sure you are).

To spawn the ped use Simple Native Trainer V (link is below). After the game loads press F3, navigate to "Model Spawning" by using the numpad controls (see trainer docs), select "Spawn By Model Name", type in desired model name "s_m_y_cop_01" without extensions.https://www.gta5-mods.com/scripts/simpl ... r-for-gtav